05-25-2021, 06:50 PM
(This post was last modified: 05-25-2021, 07:02 PM by Lythine. Edited 1 time in total.)
It was pretty fun! I don't think I have a full understanding of every part of the gamemode, but I have a few thoughts of what I have seen:
1. For being called Pod Wars, I don't think I had one pod vs pod battle through the entire round. I didn't see much use in making pods with superior firepower because it wasn't useful in most cases; especially considering how most areas are limited in places where you can attack other players in a pod. It didn't seem useful to make pods with superior armor either, as you'd likely use it to get to one of the capture points and then leave it outside, where it would be shot when you're not looking and destroyed.
2. Additionally, it was pretty bad that the default pod weapon was less powerful than the weapon you start with.
3. It felt very much like getting a csaber won you an area. It was very hard to counter. Most people only have the pistol they start with, which can be deflected. The csaber will generally fall into the hands of a more skilled player over time, as it'd get taken off of whoever dies with it. It's a lot more threatening compared to the other things I've seen you're able to get in a crate.
4. It felt like it took an extremely long amount of time to get back into the action. The cloner was pretty fast, but it still left you in 30s stun when you popped out. Combine that with how huge the map is and how slow the pods are, and it took a good 5 minutes to get back into the action, but perhaps that's a reasonable punishment for dying.
As for thoughts on the capture points:
1. The NSV Reliant was a very, very small area with literally nothing in it. Our team had it the entire game only because the squad defending it obtained a csaber and set up many barriers. It was so small that every entry was barricaded by the end, an the csaber took care of any projectiles coming in. Maybe it would benefit from being a bit bigger?
2. Fortuna is massive, the capture console is pretty deep in the center, and there's an entire medbay with a chem dispenser that can instantly dispense beakers of styptic and silver sulfadiazine. Compared to the NSV Reliant, this is an entirely different place to defend. It seemed like there was always at least one guy near the medical chem dispenser for the entire round, and it was easy to jump them as they usually weren't paying attention. Made it feel kinda like a slow-paced nuke ops round.
3. UVB-67 was an absolute nightmare to attack. Most fights happened in the corridors, outside entirely, or the room with the control console. It lead to some very interesting fights, but a lot of friendly fire.
Still had a blast and would love to play it again in the future. Makes me wish there was a seperate server specifically for these fun alternative gamemodes.
1. For being called Pod Wars, I don't think I had one pod vs pod battle through the entire round. I didn't see much use in making pods with superior firepower because it wasn't useful in most cases; especially considering how most areas are limited in places where you can attack other players in a pod. It didn't seem useful to make pods with superior armor either, as you'd likely use it to get to one of the capture points and then leave it outside, where it would be shot when you're not looking and destroyed.
2. Additionally, it was pretty bad that the default pod weapon was less powerful than the weapon you start with.
3. It felt very much like getting a csaber won you an area. It was very hard to counter. Most people only have the pistol they start with, which can be deflected. The csaber will generally fall into the hands of a more skilled player over time, as it'd get taken off of whoever dies with it. It's a lot more threatening compared to the other things I've seen you're able to get in a crate.
4. It felt like it took an extremely long amount of time to get back into the action. The cloner was pretty fast, but it still left you in 30s stun when you popped out. Combine that with how huge the map is and how slow the pods are, and it took a good 5 minutes to get back into the action, but perhaps that's a reasonable punishment for dying.
As for thoughts on the capture points:
1. The NSV Reliant was a very, very small area with literally nothing in it. Our team had it the entire game only because the squad defending it obtained a csaber and set up many barriers. It was so small that every entry was barricaded by the end, an the csaber took care of any projectiles coming in. Maybe it would benefit from being a bit bigger?
2. Fortuna is massive, the capture console is pretty deep in the center, and there's an entire medbay with a chem dispenser that can instantly dispense beakers of styptic and silver sulfadiazine. Compared to the NSV Reliant, this is an entirely different place to defend. It seemed like there was always at least one guy near the medical chem dispenser for the entire round, and it was easy to jump them as they usually weren't paying attention. Made it feel kinda like a slow-paced nuke ops round.
3. UVB-67 was an absolute nightmare to attack. Most fights happened in the corridors, outside entirely, or the room with the control console. It lead to some very interesting fights, but a lot of friendly fire.
Still had a blast and would love to play it again in the future. Makes me wish there was a seperate server specifically for these fun alternative gamemodes.